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KingCoin

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  1. Some of you may remember this thread about my work on a procedurally generated pokemon fangame named Pokemon Safari. I eventually stopped working on the game for a few reasons, the main one was that I was too busy with my college classes at the time and I needed to work on something that I could make a living off of. Another reason was that I had attempted to add a new feature to the terrain generation and I inadvertently broke the terrain generation completely and after not looking at the code for weeks, I forgot what I did so it became way to hard to fix so I lost motivation.

     

    Anyways, I was thinking about new projects I could work on that would give me experience that would look good on my resume for my next job and in the process, I stumbled upon an old workspace on one of my hard drives which actually had a backup of the source code for pokemon safari on it from before I busted everything with the terrain generation! I fired it up and it had a few glaringly obvious bugs that made it unplayable but I decided to fix those core issues to at least get it to a point where you could run around the procedurally generated world and see the state of the game. I've felt bad about basically abandoning this project for a while now and I figured the least I could do was get it to a playable state and upload it for people to mess around with and get some closure. This version does not include my cliff generation code so the world is frankly kind of bland compared to how it was before I connected the individually generated routes and towns and consolidated them into one huge interconnected world.

     

    That being said, I'm sorry to say that I will probably not be continuing with the development of the game. The primary reason for this is that I don't own the rights to pokemon so I could never sell the game to make back any of the money I spend on development. I've also become a lot more experienced with software development over the years and there's a ton of things I would do differently if I was to continue work on this game. I would write it in a completely different programming language for starters. I don't want to come across as greedy and only in it for the money, I'm passionate about making games but I just feel that if I'm going to spend thousands of hours developing a great game, I should make something original that people would be willing to pay for and could cover some of my living expenses. If I was wealthy enough to be retired already and money wasn't an issue, I'd be happy to spend more time on passion projects like this one because it's a lot of fun. If enough interest is expressed, I will consider adding more core features(like saving or the PC) or I may consider releasing some of the source code.

     

    You can download the game with this link: DOWNLOAD

     

    The game was written in java so you will need to download a JRE if you haven't installed java. If you've played Minecraft, you most likely have java installed already. Another thing of note is that the shinies in pokemon safari have procedurally generated sprites and each one is unique. They occur at the normal 1/8192 rate.

     

    Run the game by doing the following:

    1. Open Command Prompt.
    2. Navigate to the folder with your PokemonSafari.jar file using the cd command (you would type cd "C:\Users\YourUsername\Downloads" for example if you saved it to your downloads folder on your C drive)
    3. Launch Pokemon Safari by typing Java -jar PokemonSafari.jar 15530
    4. The 15530 number in the above command is specifying the seed for world generation, it's just a random number I came up with while writing this, if you want to generate a different world, change the number to any other number. If you don't specify a number, a random seed will be used.
    5. You can launch the game without specifying a seed (it will use a random one) by simply double clicking the jar file.

     

    Here are the controls as far as I can remember, there may be some I don't remember that you could find via experimentation:

    • Arrow keys to move
    • C to accept
    • X to cancel
    • G to enter godmode
    • M to open the map

     

    If you have any questions, comments, thoughts, or concerns, leave a comment and let me know. I'd love to see if people are still interested in this project. Please keep in mind that the entire engine for pokemon safari was written by me from nothing so I had to personally implement every little mechanic including the game rendering system so that's why a lot of things that may seem like basic things to have in a pokemon game were not implemented yet.

    • Haha 1
  2. Here you guy guys, many hours of coding later:

     

    Content

    • Added variations to the “stepped on grass” animation for each biome type.
    • It is now possible to capture wild pokemon by throwing pokeballs at them.  
      • If you have 6 pokemon with you it sends them to the PC. If the PC is full the caught pokemon will be deleted and the player will be informed that they were set free because there was no room left in the PC.
    • Added support for entering and leaving buildings.
      • You can now enter Poke Centers.
      • Added the ability to enter the professor’s lab in the starting town. (Recent code has broken this building and entering it will crash the game after the door closes behind you)
      • Added animations for the doors opening/closing on buildings when entered.
      • Buildings feel lonely because nobody lives inside them and there is almost no furniture inside yet.
    • Added support for intractable furniture inside buildings (This includes things like bookshelves or trash cans). In the future this furniture will be generated inside appropriate buildings by the terrain generator.
    • It is now possible to encounter wild pokemon in the grass inside areas that contain towns.
    • The possible grass based encounters in an area are now only shown while you’re standing in the grass in the area.

     

    Bug Fixes

    • Fixed a crash caused by the move Roar having no assigned type.
    • Fixed a bug which made it impossible to encounter Pokémon while walking in grass.
    • Fixed a bug which caused the tile animation from stepping on grass to never stop after it had been started.
    • Fixed various crashes relating to Missingno in the event that something breaks or a player cheats and obtains one.
    • Fixed the game freezing after throwing a pokeball at a wild pokemon.
    • Fixed a bug when entering buildings which caused the door to open for the player, slam shut in their face, then after the player had phased through it, it would suddenly be open, then close again before they loaded into the building.
    • Fixed a bug which caused the player to continue walking forward when entering the door to a building which resulted in them climbing over the roof of the building to get in.
    • Fixed a bug which allowed the player to open the main menu while in the middle of a battle.
    • Fixed a bug which allowed the player to have more than six pokemon with them at a time.
      • Any additional pokemon weren’t accessible. This means that if your first six pokemon fainted, it would be impossible to select the seventh and you would never be teleported to town for running out of usable pokemon so you would not be able to progress or leave the battle without closing the game.
    • Fixed a bug where the amount of an item in your bag did not decrease when you used that item.

     

    Other

    • The game window is now located in the center of your primary monitor’s screen when you launch it. (Previously it opened at the top left corner of your leftmost monitor)

     

  3. On 8/16/2018 at 6:24 PM, PokeFailure said:

    Woooo when can we expect a releas- *gets struck by lightning* 

     

    Hope life is treating you well mate.

     

    Thanks, I'll be graduating after christmas 🙂

     

    The game will get a release when it's ready. As I said before, I want it to be in a good playable state before I release it. It would be bad if people tried an early version that was full of bugs, decided they didn't like it, then gave up on it before it was ever finished.

  4. I've been working on a new feature. Procedurally generated shinies!

     

    wU18Rxq.png

     

    They can be almost any color you can think of. As of right now there is a 50/50 chance of getting a procedural shiny instead of a cannon shiny. Procedural shinies have blue sparkles while cannon shinies have yellow. If anyone has any recommendations regarding the new procedurally generated variants I'd love to hear them.

  5. I had some time to work on the game today so here's the progress report:

    • Fixed a display bug that's been in the game for a long time. Areas that are adjacent to the current area yet still on the screen now move at the same time as the current area. Tree tops now also move at the correct time when the player moves.
    • Fixed a bug which caused the player's walking animation to be 8x faster than intended.
    • Fixed a bug which allowed a player to select slots in their party which had no pokemon after their lead pokemon had feinted in a battle.
    • Fixed a bug which allowed the player to move left or right while viewing the menu.
    • Fixed a bug which caused the "stepping on grass" animation to not move with the camera as the player moved.
    • Fixed a bug which caused the "stepping on grass" animation to loop forever instead of ending shortly after the player moved onto a grass tile.
    • Implemented custom encounterable species list for the "graveyard" biome.
    • Added backgrounds to battles which match the biome the battle takes place in. (You no longer see a green field when you enter battle in a desert for example)
    • Added critical hit mechanics to battles.
    • Moves which have a high critical hit chance are now more likely to critically hit.
    • Improved support for increased zoom. The game will probably be more zoomed in than it was in prior screenshots, this change is being made in order to increase the difficulty of exploring areas/navigating mazes as well as to reduce the complexity required to create convincing procedurally generated zone transitions.
  6. On 7/19/2017 at 0:26 PM, RedAlert said:

    This mod works perfectly well with the exception of a couple things: I always get this little highlighter over certain parts. For example:

     

    image.png

     

    The up, down and side arrows are highlighted in pink. Also:

     

    image.png

     

    Similarly, the egg is highlighted in green.

    I know these are small errors but it's the small things that really bug me the most :P

    I appreciate you taking the time to write such a detailed post. I believe I know how to fix this but I can't do it until I have some more free time. In the meantime I suggest either replacing the buggy textures with the originals or using the solution I posted on my initial post in the thread.

     

  7. On 7/14/2017 at 2:16 PM, Alphagar said:

    Double post...I know...sorry mods.

     

    But anyways, @KingCoin it isn't a huge deal but for some reason...my loading screen says Reborn but has the Rejuvenation music and IS Rejuvenation. Also, the sprite for the Eldest is now that green haired chick from Reborn. o.O

    That's strange. My recommended fix is to use the program on a fresh rejuvenation copy's graphics folder, then copy the output of that into your graphics folder and replace whatever is already inside it.

    The program couldn't have done this so you probably accidentally pasted an extra folder in or something.

  8. 7 hours ago, Alphagar said:

    Seriously?! Ahhh. How would I uh, install it? I don't wanna mess things up.

     

    Edit: Nevermind...it is installing...it is just taking forever cause I entered the whole folder instead of just the graphics. XD

     

    Edit 2: Ok, sooo...I can't get it to work all the way? Idk, it stopped at like 3/4 of the way...then I tried just the graphics folder and it only went like 2. What am I doing wrong? Q.Q @KingCoin

     

    Edit 2: I am such an idiot. I forgot to replace the graphics folder...XD

     

    Edit 3: Ok, yeah no...I still can't get it to work. q.q

    Could you be a little more specific about how it's stopping? Does it say something in the terminal? Which file is it stopping on? I'll do my best to help you figure this out. :)

     

  9. I should probably post another status update for you guys so here it is:

     

    • Completely replaced about 700 lines of code for overworld tiles with much easier to use/faster code.
    • Reworked the terrain generation system to work with the new tile format.
    • Re-arranged a lot of the textures associated with tiles to make them intuitive to use and more expandable.
    • Created/modified tiles for each of the 5 new biomes that now exist in the game.

     

    The current distribution of biomes is as follows:

     

    70% normal

    10% snow

    6% desert

    6% ash

    6% graveyard

    2% ??? ;)

     

    It is likely that I will be adding more biomes in the future so these numbers are subject to change.

  10. 19 hours ago, Alphagar said:

    I just stumbled upon this game. It sounds super interesting and I love the caterpie sprite. ^_^

     

    I would be interested in the closed beta myself. I play fangames with my gf and she majored in video game design...so feedback would be given often.

    I'm glad you're interested!

     

    I also wanted to give a small progress update. I've been working on a terrain generation overhaul which will add several new biomes/area types. I've decided not to release teaser screenshots of these though so exploring in the beta will be more exciting. Also, thank you to everyone who has been patient with my development pace. I assure you that even though you get no new screenshots,  good progress is being made. :D

    • Upvote 1
  11. You guys are doing a good job with the nicknames! Here's a progress update:

     

    • Added about 50 new npc dialog options.
    • Fixed the world seed mechanics. The seed you specify for your world now determines the layout of the world, areas generated, names of towns, and npc's generated as well as their dialog. It does not determine the order of events in the world after generation. If two people start games with the same seed they will be playing in identical worlds however the pokemon they encounter, moves non-playable pokemon use in battle, and all other aspects of the game that occur after world generation will be unique to their play-through.
    • Vastly improved the in-game dialog interface. Text is now incrementally displayed rather than all at once. Important keywords are a different color from the rest of the text. An animation is displayed to indicate when you can press the activate button to advance the dialog.
    • Created a subreddit for the game. I'm not sure what to post on it as the initial post but I figured it would be a better format for posting information. With the ability to create a seperate thread for each announcement, old announcements won't be buried and never seen again as people post. The subreddit is empty atm with no stylesheet so I'm not sure if I should bother linking it.

    Here's a screenshot of the new dialog system incase anyone's curious how it looks:

    EPbzLtU.png

  12. 26 minutes ago, DemICE said:

    I created an online Excel document that everyone can access , with  pokemon species catalogued up till the final evolution of #273.

     

    This way, whoever is interested in contributing their idea for a nickname, can just go that page anytime and input it.

     

    The formatting of columns is quite simple,  with colors for better clarity  as:  Species  Male  Female  Neutral   and the pokemon ID being the numbering of the lines on the left.

     

    The link for this is here --> https://docs.google.com/spreadsheets/d/1clnRot4nMFi_HqWqJAH5cuW7f_65YD3en7d1WT4c31Y/edit#gid=0

     

    There is also the possibility of someone wanting to add another nickname even if three already exist.  in case you agree with that, they could be able to add it in the next column,  in the proper color that indicates the gender that the nickname would represent.  in the end you might want to either choose the three you like most, or to just add all of them in the randomizer. 

     

    I have done the beginning so its easy for anyone to follow the same way.    I have put some vanilla-style nicknames, some of them might be a bit creative, some of them might be bland, but that's how it was in the games too.  

     

    I would like to  know  if you like this idea,  and if you disagree with any part of the above.

    This looks like a great way to do it! Having more than 3 names is fine, I just thought it would be easier if people only had to come up with three of them :) 

     

    Edit: The spreadsheet is accessable now.

  13. Pokemon safari can run at any resolution with stable fps atm however I'm debating whether or not players should be able to play at large resolutions because it kind of removes a lot of the exploring aspect of the game when you can see the entire area you're in at once. Does anyone have any thoughts regarding that? There are some screenshots in my signature. I've considered limiting window size, another possibility is adding an effect similar to what you see when you're in a cave around the player. A black box with a large transparent hole in the middle around the player.

  14. I'll be taking the complaints in this thread into consideration for Pokemon Safari. A lot of the issues mentioned so far are bugs with pokemon essentials or RPG Maker though so they shouldn't be an issue in my custom game engine I've written. Regarding avoiding giving certain moves to pokemon possessed by trainers: I think the solution is to fix the Ai, not to remove game content.

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